#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;

out vec3 vertex_position;
out vec2 texCoord;

uniform float time;
uniform mat4 transform;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    vertex_position = aPos;
    texCoord = aTexCoord;
    
    // 使用transform矩阵和时间做简单动画
    vec4 pos = transform * vec4(aPos, 1.0);
    pos.x += sin(time) * 0.2;

    gl_Position = projection * view * model * vec4(aPos, 1.0); 
}